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Unity Ads Revenue Calculator

Enter your daily players, where they live and how often you show ads to see a monthly Unity Ads estimate with a low-to-high range. The model covers rewarded video, interstitial and banner, since native and app open are not offered for Unity here.

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Your inputs

Platform

Strong in rewarded and interstitial video for games, backed by Unity's own install demand. This page is set to Unity Ads; compare other networks.

Slider runs from 10 to 10 million on a log scale.

Balanced global mix
Asia / LatAmUS / UK / AU
Ad formats
3 per user / day · Light
2 per user / day · Light
6 per session · Light
3

Banner impressions are counted per session, so this scales banner income only.

Projected monthly earnings

$3,945

Likely range $2,762 to $5,326 per month

Daily
$132
Monthly
$3,945
Annual
$47,341

$789.01 per 1,000 daily users each month · 5,000 DAU

Earnings by ad format

  • Rewarded video$2,147 · 54%
  • Interstitial$977 · 25%
  • Banner$821 · 21%

Network leaderboard

  1. 1AppLovin MAX$4,923
  2. 2Google AdMob$4,033
  3. 3ironSource / LevelPlay$3,994
  4. 4Unity Ads$3,945
  5. 5Vungle / Liftoff$3,422

From projection to payout

Unity Ads

Threshold
Around $100 (account dependent)
Cycle
Monthly, usually 30 or more days after month end
Read the guide to receiving payouts abroad
Estimate onlyTreat this number as a planning aid. Real earnings move with audience quality, ad setup, fill rate, seasonality and each network's rules.

Assumptions behind the estimate

This estimate treats Unity Ads as a video-led game network. It multiplies the number of ads shown by the blended eCPM for each format and region, then trims the total by the share of requests that go unfilled. The table below shows the Android baseline before platform and category adjustments.

Unity Ads base eCPM by format and region tier (USD per 1,000 impressions, Android)

FormatTier 1Tier 2Tier 3
Rewarded video$13.00$5.20$1.30
Interstitial$9.00$3.40$0.90
Banner$0.80$0.35$0.09
NativeNot modelledNot modelledNot modelled
App openNot modelledNot modelledNot modelled

Tier 1: United States, United Kingdom, Australia, Canada. Tier 2: Western Europe and developed Asia-Pacific (Japan, South Korea, Singapore, New Zealand). Tier 3: Rest of Asia, Latin America, Africa and Eastern Europe. Modelled fill rate: 84%. iOS applies a 1.3x multiplier.

Category multipliers applied on top

CategoryMultiplier
Hypercasual Game0.80x
Casual Game0.95x
Mid-core / Strategy1.35x
Puzzle Game1.00x
Utility App0.90x
Social / Lifestyle1.00x
Finance App1.60x
Entertainment App0.95x
Education App0.85x
  • Fill rate: Unity is modelled at 84%, a little under AdMob and AppLovin MAX, so more requests come back empty.
  • Formats: rewarded video, interstitial and banner are available. Native and app open are not offered in the model for Unity, so those cards are disabled and count as zero.
  • Strength: Unity's baseline sits above AdMob for rewarded and interstitial video in Tier 1 regions, and below it for banners.
  • Platform and category: iOS audiences earn 1.3 times the Android baseline, and category multipliers run from 0.8 for hypercasual to 1.6 for finance apps.
  • Range: the low and high figures are 0.7 and 1.35 times the expected number, to reflect how much real months vary.

Banner volume depends on sessions per day, while video formats depend on ads per user per day. If your game has long sessions, the banner line can grow quickly without any new players. Our methodology page explains where the baselines come from, and what mobile ads really pay puts the ranges in context.

Example scenarios

Three audiences, each run through the same engine as the calculator above using Unity's eCPMs and 84% fill. They show shapes of game business, so compare them with each other rather than with a target.

Three example inputs and the monthly estimate the engine returns
ScenarioInputsMonthly estimate
Indie puzzle prototypeA small hypercasual Android game with a handful of loyal players, mostly from emerging markets, still testing its ad placements.Android, Hypercasual Game, 2,000 DAU, Emerging-market lean, 4 sessions a day, formats: Rewarded video, Interstitial, Banner$952$667 to $1,285
Casual game with a rewarded loopA casual Android title with a balanced global audience and a strong rewarded offer attached to its core loop.Android, Casual Game, 30,000 DAU, Balanced global mix, 3 sessions a day, formats: Rewarded video, Interstitial, Banner$29,997$20,998 to $40,496
Large iOS mid-core gameAn iOS strategy game with a Tier 1 heavy audience where players routinely trade video views for upgrades.iOS, Mid-core / Strategy, 200,000 DAU, Tier 1 lean, 5 sessions a day, formats: Rewarded video, Interstitial, Banner$627,829$439,480 to $847,569

Rewarded video carries most of the weight in the bigger rows, which is typical for games where players chase upgrades. For help balancing it against full-screen ads, read rewarded vs interstitial. To change the inputs yourself, use the main calculator.

Getting paid by Unity Ads

Typical terms

Threshold
Around $100 (account dependent)
Cycle
Monthly, usually 30 or more days after month end
Methods
Bank transfer or PayPal; typical terms, confirm in your own account

Unity Ads usually pays monthly, often 30 or more days after the month ends, once your balance passes a minimum of around $100. The exact figure depends on your account, and payment is commonly by bank transfer or PayPal. These are typical terms at the time of writing, so confirm the current ones in your own dashboard before planning around a date.

Expect a gap of one to two months between earning and receiving. If you are outside the US, conversion fees and intermediary bank charges can shave a visible slice off small payments, so it helps to open a low-fee receiving account before the first payout. Receiving payouts abroad compares the options. The Unity documentation lists current payment and tax requirements.

Placing video ads where players will accept them

Unity Ads earns its keep on full-screen video, and the placement decides whether players tolerate it. Offer rewarded video at a moment of need, such as out of lives or a locked chest, and always make it optional. Show interstitials only at natural breaks, like a level ending, and never mid-action. A frequency cap of one every few minutes is a sensible place to start.

Banners are the weakest line in this model, so do not build the game around them. If a banner covers a button, remove it.

When Unity belongs inside a larger stack

A single network is the quickest way to ship, and Unity Ads can be a sound first choice for a game. Once you have steady traffic, bringing in a second or third buyer through mediation, such as LevelPlay, gives each impression more competition. Revenue per thousand players often improves, though the gain varies by audience.

The trade-off is more SDK weight and more setup to maintain. Add partners one at a time and compare results before adding the next. The raise ad income guide lists other levers worth pulling first.

Unity Ads FAQ

Why are native and app open ads missing from the Unity calculator?

The model does not assign Unity eCPMs for those formats, so the engine counts them as zero and the interface disables them. Unity can change what it offers over time, so check its current documentation. If you need native or app open, the AdMob calculator models both.

Do I need to build my game in the Unity engine to use Unity Ads?

Not necessarily. Unity provides SDKs for its own engine and for native Android and iOS builds, though support details change, so check the current docs. Engine choice matters less to revenue than audience, region mix and ad placement, all of which the calculator lets you adjust.

Where does Unity usually beat AdMob in this model?

Rewarded and interstitial video in Tier 1 regions carry higher baselines here. Banners and fill rate lean the other way, since AdMob fills more requests. A game built on a rewarded loop with US and UK players gains most, while a banner-heavy utility app gains least.

Is Unity Ads the same thing as LevelPlay?

They are related but separate. Unity Ads is an ad network, while LevelPlay is Unity's mediation product, which can run several networks including Unity Ads in one auction. This page models Unity Ads alone. The mediation guide explains why you might add the second layer.

How should I weigh Unity against AppLovin MAX for a new game?

Use the same audience on both pages and compare the monthly figures and ranges. In this model MAX sits higher on every supported format, but it also has longer payout terms. Start with whichever you can integrate cleanly, then test the other. The AppLovin MAX calculator shows the comparison.

Put Unity next to the alternatives

Enter your audience once on the home calculator to see every mobile network ranked, or open the AppLovin MAX page for a bidding-led estimate.

More to read

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